@@ -226,6 +226,41 @@ _Discussions:
226226[ @sebcrozet ] : https://github.com/sebcrozet/
227227[ nphysics ] : https://nphysics.org
228228
229+ ### [ SPIR-Q] v0.4.6
230+
231+ [ SPIR-Q] is a light-weight shader reflection library, which allows you to query
232+ the types, offsets, sizes and even names in your shaders procedurally.
233+
234+ This month v0.4.2..v0.4.6 versions were released.
235+ Some of the updates:
236+
237+ - Specialization constants enumeration.
238+ - Dynamically sized multi-binding support.
239+ - Improved entrypoint debug printing.
240+ - Better manifest merging method for pipeline construction.
241+ - Bugfixes and various small API improvments.
242+
243+ _ Discussions: [ /r/rust_gamedev] [ spirq-discussion ] _
244+
245+ [ SPIR-Q ] : https://github.com/PENGUINLIONG/spirq-rs
246+ [ spirq-discussion ] : https://reddit.com/r/rust_gamedev/comments/i6hxh6/spirq_042
247+
248+ ### [ Inline SPIR-V]
249+
250+ ![ inline-spirv] ( inline-spirv-demo.png )
251+
252+ [ Inline SPIR-V] is a single-crate build-time shader compilation library based on
253+ shaderc which provides procedural macros to help you translate shader sources,
254+ in either GLSL or HLSL, inline or from-file, into SPIR-Vs and embed the SPIR-Vs
255+ right inside your code as ` u32 ` slices. Despite basic shader compilation,
256+ ` inline-spirv ` also support ` #include ` directives, macro substitution,
257+ post-compile optimization, as well as descriptor auto-binding.
258+
259+ _ Discussions: [ /r/rust_gamedev] [ inline-spirv-discussion ] _
260+
261+ [ Inline SPIR-V ] : https://github.com/PENGUINLIONG/inline-spirv-rs
262+ [ inline-spirv-discussion ] : https://reddit.com/r/rust_gamedev/comments/ic1005/inline_spirv
263+
229264### [ Egui]
230265
231266[ Egui] is a highly portable immediate mode GUI library in pure Rust.
0 commit comments